I'm new to Gideros and evaluating whether I can jump ship from Corona SDK over here. I absolutely love the fast testing turnaround with Gideros player and the fact that you have a standard OOP framework built-in.
One problem I have, which might be a bit of a show-stopper for me is the speed of texture loading. Basically, I have some long animations that can't all fit into a single texture sheet so I need to page the next section in after the first one has finished playing (or better still, WHILE the first one is playing).
Since I can't find any multi-threading capability inside Gideros , I'm looking at loading the next texture in sequence dynamically after the animation of the first one has finished. Now, I hear you say, that will never work and you're right. However, it does work okay on Corona (just about) because the texture loading seems so much faster. For example with a 1024x1024 texture on an iPad 1:
TexturePack.new of 1024x1024 png texture takes 900-120ms
Texture.new of 800x500 png image takes 80ms
SpriteGrabber load of 1024x1024 png texture takes 50ms
display.newImage of 800x500 png image takes 40ms
You see that there is a lot of difference here, which makes me think that something is in need of optimizing somewhere. Has anyone else experienced this?